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Bubberstation/code/modules/unit_tests/surgeries.dm

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/datum/unit_test/amputation/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 0, "Patient is somehow missing limbs before surgery")
var/datum/surgery/amputation/surgery = new(patient, BODY_ZONE_R_ARM, patient.get_bodypart(BODY_ZONE_R_ARM))
var/datum/surgery_step/sever_limb/sever_limb = new
sever_limb.success(user, patient, BODY_ZONE_R_ARM, null, surgery)
TEST_ASSERT_EQUAL(patient.get_missing_limbs().len, 1, "Patient did not lose any limbs")
TEST_ASSERT_EQUAL(patient.get_missing_limbs()[1], BODY_ZONE_R_ARM, "Patient is missing a limb that isn't the one we operated on")
/datum/unit_test/brain_surgery/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
patient.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
patient.setOrganLoss(ORGAN_SLOT_BRAIN, 20)
TEST_ASSERT(patient.has_trauma_type(), "Patient does not have any traumas, despite being given one")
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/datum/surgery_step/fix_brain/fix_brain = new
fix_brain.success(user, patient)
TEST_ASSERT(!patient.has_trauma_type(), "Patient kept their brain trauma after brain surgery")
TEST_ASSERT(patient.get_organ_loss(ORGAN_SLOT_BRAIN) < 20, "Patient did not heal their brain damage after brain surgery")
/datum/unit_test/head_transplant/Run()
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/alice = allocate(/mob/living/carbon/human/consistent)
alice.fully_replace_character_name(null, "Alice")
alice.set_haircolor(COLOR_LIGHT_PINK, update = FALSE)
alice.set_hairstyle("Very Long Hair", update = FALSE)
alice.set_facial_haircolor(COLOR_LIGHT_PINK, update = FALSE)
alice.set_facial_hairstyle("Shaved", update = TRUE)
var/mob/living/carbon/human/bob = allocate(/mob/living/carbon/human/consistent)
bob.fully_replace_character_name(null, "Bob")
bob.set_haircolor(COLOR_LIGHT_BROWN, update = FALSE)
bob.set_hairstyle("Short Hair", update = FALSE)
bob.set_facial_haircolor(COLOR_LIGHT_BROWN, update = FALSE)
bob.set_facial_hairstyle("Beard (Full)", update = TRUE)
var/obj/item/bodypart/head/alices_head = alice.get_bodypart(BODY_ZONE_HEAD)
alices_head.drop_limb()
var/obj/item/bodypart/head/bobs_head = bob.get_bodypart(BODY_ZONE_HEAD)
bobs_head.drop_limb()
TEST_ASSERT_EQUAL(alice.get_bodypart(BODY_ZONE_HEAD), null, "Alice still has a head after dismemberment")
TEST_ASSERT_EQUAL(alice.get_visible_name(), "Unknown", "Alice's head was dismembered, but they are not Unknown")
TEST_ASSERT_EQUAL(bobs_head.real_name, "Bob", "Bob's head does not remember that it is from Bob")
// Put Bob's head onto Alice's body
var/datum/surgery_step/add_prosthetic/add_prosthetic = new
user.put_in_active_hand(bobs_head)
add_prosthetic.success(user, alice, BODY_ZONE_HEAD, bobs_head)
TEST_ASSERT(!isnull(alice.get_bodypart(BODY_ZONE_HEAD)), "Alice has no head after prosthetic replacement")
TEST_ASSERT_EQUAL(alice.get_visible_name(), "Bob", "Bob's head was transplanted onto Alice's body, but their name is not Bob")
TEST_ASSERT_EQUAL(alice.hairstyle, "Short Hair", "Bob's head was transplanted onto Alice's body, but their hairstyle is not Short Hair")
TEST_ASSERT_EQUAL(alice.hair_color, COLOR_LIGHT_BROWN, "Bob's head was transplanted onto Alice's body, but their hair color is not COLOR_LIGHT_BROWN")
TEST_ASSERT_EQUAL(alice.facial_hairstyle, "Beard (Full)", "Bob's head was transplanted onto Alice's body, but their facial hairstyle is not Beard (Full)")
TEST_ASSERT_EQUAL(alice.facial_hair_color, COLOR_LIGHT_BROWN, "Bob's head was transplanted onto Alice's body, but their facial hair color is not COLOR_LIGHT_BROWN")
/datum/unit_test/multiple_surgeries/Run()
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent/slow)
var/mob/living/carbon/human/patient_zero = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/patient_one = allocate(/mob/living/carbon/human/consistent)
var/obj/item/scalpel/scalpel = allocate(/obj/item/scalpel)
var/datum/surgery_step/incise/surgery_step = new
var/datum/surgery/organ_manipulation/surgery_for_zero = new
INVOKE_ASYNC(surgery_step, TYPE_PROC_REF(/datum/surgery_step, initiate), user, patient_zero, BODY_ZONE_CHEST, scalpel, surgery_for_zero)
TEST_ASSERT(surgery_for_zero.step_in_progress, "Surgery on patient zero was not initiated")
var/datum/surgery/organ_manipulation/surgery_for_one = new
// Without waiting for the incision to complete, try to start a new surgery
TEST_ASSERT(!surgery_step.initiate(user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one), "Was allowed to start a second surgery without the rod of asclepius")
TEST_ASSERT(!surgery_for_one.step_in_progress, "Surgery for patient one is somehow in progress, despite not initiating")
user.apply_status_effect(/datum/status_effect/hippocratic_oath)
INVOKE_ASYNC(surgery_step, TYPE_PROC_REF(/datum/surgery_step, initiate), user, patient_one, BODY_ZONE_CHEST, scalpel, surgery_for_one)
TEST_ASSERT(surgery_for_one.step_in_progress, "Surgery on patient one was not initiated, despite having rod of asclepius")
/// Ensures that the tend wounds surgery can be started
/datum/unit_test/start_tend_wounds
/datum/unit_test/start_tend_wounds/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
var/datum/surgery/surgery = new /datum/surgery/healing/brute/basic
if (!surgery.can_start(user, patient))
TEST_FAIL("Can't start basic tend wounds!")
qdel(surgery)
/datum/unit_test/tend_wounds/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
patient.take_overall_damage(100, 100)
var/mob/living/carbon/human/user = allocate(/mob/living/carbon/human/consistent)
// Test that tending wounds actually lowers damage
var/datum/surgery_step/heal/brute/basic/basic_brute_heal = new
basic_brute_heal.success(user, patient, BODY_ZONE_CHEST)
TEST_ASSERT(patient.getBruteLoss() < 100, "Tending brute wounds didn't lower brute damage ([patient.getBruteLoss()])")
var/datum/surgery_step/heal/burn/basic/basic_burn_heal = new
basic_burn_heal.success(user, patient, BODY_ZONE_CHEST)
TEST_ASSERT(patient.getFireLoss() < 100, "Tending burn wounds didn't lower burn damage ([patient.getFireLoss()])")
// Test that wearing clothing lowers heal amount
var/mob/living/carbon/human/naked_patient = allocate(/mob/living/carbon/human/consistent)
naked_patient.take_overall_damage(100)
var/mob/living/carbon/human/clothed_patient = allocate(/mob/living/carbon/human/consistent)
clothed_patient.equipOutfit(/datum/outfit/job/doctor, TRUE)
clothed_patient.take_overall_damage(100)
basic_brute_heal.success(user, naked_patient, BODY_ZONE_CHEST)
basic_brute_heal.success(user, clothed_patient, BODY_ZONE_CHEST)
TEST_ASSERT(naked_patient.getBruteLoss() < clothed_patient.getBruteLoss(), "Naked patient did not heal more from wounds tending than a clothed patient")
/// Tests items-as-prosthetic-limbs can apply
/datum/unit_test/prosthetic_item
/datum/unit_test/prosthetic_item/Run()
var/mob/living/carbon/human/patient = allocate(/mob/living/carbon/human/consistent)
var/obj/item/claymore/sword = allocate(/obj/item/claymore)
patient.make_item_prosthetic(sword)
TEST_ASSERT(HAS_TRAIT_FROM(sword, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT), "Prosthetic item attachment failed! Item does not have the nodrop trait")
/// Specifically checks the chainsaw nullrod
/datum/unit_test/prosthetic_item/nullrod
/datum/unit_test/prosthetic_item/nullrod/Run()
var/mob/living/carbon/human/picker = allocate(/mob/living/carbon/human/consistent)
var/obj/item/nullrod/chainsaw/nullrod = allocate(/obj/item/nullrod/chainsaw)
nullrod.on_selected(null, null, picker)
TEST_ASSERT(HAS_TRAIT_FROM(nullrod, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT), "Chainsaw nullrod item attachment failed! Item does not have the nodrop trait")